I don't use it, but as I understand if the sound effect is called instantly with the fire and forget, I would use that, but if there is some kind of delay, then it must be preloaded on the memory to guarantee its fastest approach in the game.
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If you have looping sounds then you'll need to save an audio instance. Also if there's moving sounds that you want the audio to track the game object then you'll need an instance that you update. Stopping sounds early will need an instance too. Most sfx are just one-shots though.
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For most sounds a one-shot fire and forget method is just fine, it'll have negligible latency if its bank is already loaded. I mostly only ever keep track of the instances when I need to update some parameter during the event's lifetime or if I need stop it early.
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Yeah, that is what I was wondering...like since the bank is loaded it should just be reading data already in memory. But they have that loadSampleData method that made me think maybe not.
End of conversation
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